Duocanth, Young

The amphibious duocanth is vaguely reptilian in nature, with a mottled hide. Atop a short dumpy body is a crescent-shaped head, with eyes spaced evenly around the outer curve of the crescent. The beast's shark-like mouth is just below the crescent rim. Around the base of the body sprout six boneless limbs. By tradition, three of them are termed "tentacles". These three are long, muscular, and ridged for gripping. The other three are termed "tails". These three are shorter, stouter, with a cluster of spikes near the end, plus a stinger-tip. The scales on the duocanth's body are huge and spiny.Duocanths are creatures of the water.
Each has its own lake, pool, river, or bay which it is tied to. When within its lair, it has all the full strength and powers listed above. But the further it roams, the weaker it becomes. In general, the smallest duocanths can roam further. Loses its powers of magic when too far from water. Smaller ones can wander farther up to kilometres. #WF15 & Glorantha Digest
A duocanth's thick, fluted body scales actually act as a swordbreaker -- if a weapon hits the duocanth's torso hit location, and does not obtain a special or a critical hit, then it is automatically caught in the duocanth's scales and follows normal swordcatcher rules. The duocanth can only concentrate on one weapon at a time in this fashion, and if more than one weapon are potentially caught, it must choose which one it is actively using its dermal muscles to restrain.

***Spiny*** Spines automatically inflict the creature’s Damage Modifier against the body part used to strike them with unarmed attacks. Bigger or longer spines can also damage armed attackers, providing the spines are equal to the length of the weapon used. In such cases, it is the limb holding the weapon which gets injured.

Ability

***Venomous*** Has a venomous attack. May use Inject Venom Special effect

Exotic Poison

***Giant Jellyfish Venom*** Application: Contact
Potency: 65
Resistance: Willpower
Onset time: Instantaneous
Duration: Ten times the jellyfish’s CON in minutes Conditions: As soon as the victim contacts the sting-
ing tendrils, they must make a single resistance roll against the potency of the poison. The stingers inflict extreme pain on the area touched, as per the Agony condition. A victim must mentally overcome the pain or else lose control of the location, which begins to involuntarily spasm. A humanoid that loses command of two or more of its swimming limbs may potentially begin to sink. A sting to the head will pre- vent the victim from thinking logically if they fail to master the pain. MI pg 229